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Everything posted by Xycaleth
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The cgame tells the renderer "draw this blue square on top of the screen". That's it. No water information, no brush information. Just a square. https://github.com/JACoders/OpenJK/blob/master/codemp/cgame/cg_draw.c#L7776-L7805 This is the specific code. You can see that cgame is able to determine what kind of brush the camera is sitting in, and from that it tells the renderer to draw a square. cgame doesn't have access to any brush information, or shader information, or texture information.
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Taking out the tint from cgame will mean any mods run with the vanilla renderer don't see any blue tint :/ And the vast majority of mods don't use OpenJK as a base, and are no longer being maintained/updated.
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But cgame is specific to each mod. If you play on a server with basejka, you're using a different cgame from the one that's used with JA++, that's different from the one that's used in MB2, etc.
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Hi Veosar! As you might know rend2 is still heavily work in progress so there's going to be a lot of issues with it still and it really helps me when people do report the issues they find, so thank you for doing that Luckily, the first two problems are related and I have already fixed these issues. I just need to get around to uploading a newer DLL. Watch the rend2 topic in this forum for my sporadic new releases I still need to work on a full set of commands specifically for OpenJK's version of rend2, but you can find a list of commands from the original ioQuake3 rend2 here: https://github.com/ioquake/ioq3/blob/master/opengl2-readme.md Most of the commands should be the same.
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There's still no getting rid of the blue tint though
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I don't recall the in-game water having any kind of "fog"? As far as I remember, the blue tint you get from going into water is literally a blue transparent square drawn on top of the screen by the cgame mod. For a small progress update, I'm currently looking at optimizing what gets drawn. By default, everything that resides within active vis nodes (i.e. areas which the player can see from the node they are currently in) is drawn. However, this means that some objects are drawn unnecessarily even if they cannot see them from their current location and the direction they are facing. To improve this, I can determine which objects are actually visible on the player's screen and then just not draw them. Only drawing things which the player can see should give a nice performance boost on large and detailed maps
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Dynamic glow.. my favourite option... doesnt work
Xycaleth replied to Langerd's topic in Jedi Knight Tech Support
What graphics card do you have? -
Woot, luckily it was just a one line fix https://github.com/JACoders/OpenJK/commit/7289d015ca1cdb22c0660fcb6eb52c21271be23a I'll try and upload the latest rend2 DLL for people to try out later today
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Thanks @@AshuraDX. I'll try debugging through @@DT85 first, and if that doesn't go well then I'll consider it
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If we're online at the same time, I can walk you through some changes to the shader to get a better of what's happening. What time are you generally online?
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I'm thinking the issue people are having with random black triangles is only reproducible with Nvidia cards. I've not heard anyone report this when they are using an AMD card unfortunately this makes it very difficult for me to debug the issue...
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Can you post the shader you're using please?
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Yeah, I haven't gotten around to adding that yet It's on my todo list.
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I'm going to hazard a guess that you're trying to use it with SP. It currently only works with MP.
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The DLL44 looks quite shiny. I expect it's not meant to be that shiny But soon after I toned the values down a bit (probably not correct to do this, but as a quick hack). I expect it's because Surface Designer (I think that's what @@AshuraDX used for the textures?) uses a different lighting model from rend2... So there are some extra changes I can make so it looks more correct, but it would make existing JKA assets look wrong. I need a way to make both work...
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So you want a fix without changing anything? You do realise how ridiculous a request that is, right?
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@@AshuraDX Yep, white is glossy.
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Thanks for reporting the problem and for finding out what's causing the crash this sounds like something easy to fix so I may take a look at this in the next few days
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Here's an example of a shader which uses diffuse, normal, specular and gloss: textures/rend2/example { { stage diffuseMap map textures/rend2/example_d } { stage normalMap map textures/rend2/example_n } { stage specularMap map textures/rend2/example_s // This actually holds both specular and gloss (in the alpha channel) } }I can upload example textures as well when I get home. I really want to condense this down to something more concise though. Something like this perhaps: textures/rend2/example { diffuseMap textures/rend2/example_d normalMap textures/rend2/example_n specularMap textures/rend2/example_s }
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At the moment I'm just going around and fixing minor things up. It's kind of disappointing that nobody (at least not that I've seen) has created any content for ioq3's rend2 so I'll take the leap of faith and say it's "usable" and that you can start producing rend2 content. I'm still not sure how backwards compatibility will work but we'll see
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The lighting will look better in rend2 because it's calculated on a per pixel basis instead of a per vertex basis as in the default renderer. The point of the screenshot was to show I had fixed a bug where some triangles on Luke's face weren't drawn properly! @@AshuraDX if you could do that I'd very much appreciate it! Thanks
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So this is what I can manage to do for Kyle's saber with my poor programmer art. Left is my re-shadered version and retextured version, right is vanilla shader. If you're interested in trying it out, here's the latest rend2 DLL: https://dl.dropboxusercontent.com/u/874909/rd-rend2_x86.zip Make sure to grab latest OpenJK version as well: http://builds.openjk.org And also here's the test map I'm using (minus the sabers): https://dl.dropboxusercontent.com/u/874909/jka/rend2_test01.pk3
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It could also be something I've changed in the specular code. I've removed the different specular algorithms and am settling on only one. I think r_specularMapping 3 in ioq3 corresponds to the specular mapping used in our rend2. Btw, here's the test map that I used in the screenshot: https://dl.dropboxusercontent.com/u/874909/jka/rend2_test01.pk3 I intend to update this test map and make new test maps as a learning resource.
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Found the problem with cubemaps, so I can show what the map should look like This shows what kind of effect you get with differing specularity and glossiness. And then a close up from max gloss/reflectance, with glossiness decreasing as you go from left to right. There's a lot to be said about this which I'll try and post later, but for now here's some pretty pictures BONUS SCREENSHOT! So the only thing I've changed in this screenshot is the sky shader. I've not recompiled the map And for those curious, all the spheres have shaders that look like this: models/map_objects/rend2/sphere_100_100 { { map $whiteimage rgbGen lightingDiffuse specularReflectance 1.0 gloss 1.0 } }
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Messing around with varying the specular and gloss values! The black spheres have maximum gloss and specular - they should be full mirrors but they're not for some reason so I'm debugging that. Going left, the specular is decreasing so you see the specular lobe expand out until it's no longer visible. Going away from the camera, the gloss is increasing, so reflections should become clearer (but cubemaps aren't working )